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https://github.com/Aurorastation/Aurora.3.git
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Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
This commit is contained in:
@@ -200,7 +200,7 @@
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/obj/structure/closet/crate/secure/loot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(locked)
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if (ismultitool(W)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
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if (W.ismultitool()) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
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user << "<span class='notice'>DECA-CODE LOCK ANALYSIS:</span>"
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if (attempts == 1)
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user << "<span class='warning'>* Anti-Tamper system will activate on the next failed access attempt.</span>"
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@@ -49,7 +49,7 @@
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icon_state = "coin_battlemonsters"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iscoil(W))
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if(W.iscoil())
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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user << "<span class='notice'>There already is a string attached to this coin.</span>"
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@@ -61,7 +61,7 @@
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else
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user << "<span class='notice'>This cable coil appears to be empty.</span>"
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return
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else if(iswirecutter(W))
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else if(W.iswirecutter())
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if(!string_attached)
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..()
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return
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@@ -156,7 +156,7 @@
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return
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if(active) return ..()
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if(iscrowbar(O))
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if(O.iscrowbar())
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if (panel_open && cell)
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user << "You wrench out \the [cell]."
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cell.forceMove(get_turf(user))
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@@ -370,7 +370,7 @@
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if(default_deconstruction_crowbar(user, W))
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return
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if(iswrench(W))
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if(W.iswrench())
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if(istype(get_turf(src), /turf/space))
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user << "<span class='notice'>You send the [src] careening into space. Idiot.</span>"
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@@ -554,7 +554,7 @@
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var/turf/T = get_turf(src)
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T.attackby(C, user)
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return
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if (iswelder(C))
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if (C.iswelder())
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var/obj/item/weapon/weldingtool/WT = C
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if(WT.remove_fuel(0, user))
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user << "<span class='notice'>Slicing apart connectors ...</span>"
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@@ -1183,7 +1183,7 @@ var/list/total_extraction_beacons = list()
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/obj/structure/sculpting_block/attackby(obj/item/C as obj, mob/user as mob)
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if (iswrench(C))
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if (C.iswrench())
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>You [anchored ? "un" : ""]anchor the [name].</span>"
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anchored = !anchored
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